Recent Submissions

The Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and ...

We propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect ...

Real-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend ...

Guiding path tracing in light transport simulation has been one of the practical choices for variance reduction in production rendering. For this purpose, typically structures in the spatial-directional domain are built. ...

Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). ...

Intrinsic image decomposition is the process of separating the reflectance and shading layers of an image, which is a challenging and underdetermined problem. In this paper, we propose to systematically address this problem ...

Sampled paths in Monte Carlo ray tracing can be arbitrarily close to each other due to its stochastic nature. Such clumped samples in the path space tend to contribute little toward an accurate estimate of each pixel. ...

We introduce a novel method for view-independent diffuse-specular separation of albedo and photometric normals without requiring polarization using binary spherical gradient illumination. The key idea is that with binary ...

We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on ...

Many real world materials have a stratified structure, composed by the proximity and the interaction of multiple highly-detailed layers. Example of these materials are peeling paint, old tree bark and rusted metals. While ...

Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances ...

Recently, gradient-domain rendering techniques have shown great promise in reducing Monte Carlo noise and improving overall rendering efficiency. However, all existing gradient-domain methods are built exclusively on top ...

In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...

We propose an extension of the path integral formulation amenable to the expression of volumetric light transport with photon beam estimates. Our main contribution is a generalization of Hachisuka et al.'s extended path ...

Metropolis Light Transport is a powerful global illumination algorithm, yet it has some issues that make it less suitable for animation rendering. Due to the algorithm's local exploration of path space, difficult light ...

We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling ...